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Corsair Cove Compass and Deeds Guide – Unlocks

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Last updated: August 1, 2026 5:45 am
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The Compass is one of the most important progression systems in Corsair Cove. At first, it looks like a fairly standard technology tree, but it controls much more than a handful of passive bonuses.

Contents
  • How Compass Progression Works
  • Notoriety Compass
    • Tier 1 Notoriety
    • Tier 2 Notoriety – 3 Points
    • Tier 3 Notoriety – 7 Points
    • Tier 4 Notoriety – 12 Points
    • Tier 5 and Tier 6 Notoriety
  • Best Notoriety Upgrades
    • Tier 1 Seafaring
    • Tier 2 Seafaring – 3 Points
    • Tier 3 Seafaring – 7 Points
    • Tier 4 Seafaring – 12 Points
    • Tier 5 and Tier 6 Seafaring
  • Best Seafaring Upgrades
    • Tier 1 Empire
    • Tier 2 Empire – 3 Points
    • Tier 3 Empire – 7 Points
    • Tier 4 Empire – 12 Points
    • Tier 5 and Tier 6 Empire
  • Best Empire Upgrades
    • Tier 1 Wealth
    • Tier 2 Wealth – 3 Points
    • Tier 3 Wealth – 7 Points
    • Tier 4 Wealth – 12 Points
    • Tier 5 and Tier 6 Wealth
  • Best Wealth Upgrades
  • Which Compass Principle Should You Choose First?

Progressing the Compass can improve resource deposits and production, unlock transportation options and entirely new buildings, strengthen your settlement, make exploration easier, and eventually give you access to higher-tier ships.

The Compass is divided into four Pirate Principles:

  • Notoriety – recruitment, worker efficiency, Cohesion, Prowler ships, and settlement utility.
  • Seafaring – exploration, shipbuilding, transportation, crew efficiency, and Hunter ships.
  • Empire – warfare, defenses, military production, and Destroyer ships.
  • Wealth – Coins, trading, resource management, and Reaver ships.

You don’t have to permanently commit to one path. You can progress one Principle, pick up the unlocks you need, and return to another once you’ve earned more points.

The important limitation is that Principle Points aren’t interchangeable. Notoriety Points must be spent in Notoriety, Empire Points in Empire, and so on.

Let’s go through exactly how the system works, what every tier contains, and which upgrades are worth prioritizing.

How Compass Progression Works

Initially, only Tier 1 options are available in each Principle.

Completing Deeds and Pirate Ambitions earns Principle Points. Spending enough points in a particular section unlocks its next tier.

Compass TierPoints Required
Tier 1Starting tier
Tier 23
Tier 37
Tier 412
Tier 520
Tier 630

This progression matters enormously because several major settlement and fleet milestones sit behind these thresholds.

At 12 points, for example, you begin unlocking Tier 4 ships and the Trade Pier. At 30 points, Tier 6 ships become available alongside the Deep-Water Pier.

There are 160 Deeds in total, while additional Principle Points can be obtained through Pirate Ambitions found throughout the Seven Seas. Most regions contain at least one Ambition.

Another nice part of the system is that Deeds generally encourage you toward things you’ll eventually need anyway—better ships, larger crews, production chains, exploration, and advanced resources.


Notoriety Compass

Notoriety is a surprisingly versatile tree.

It’s associated with Prowler ships, but it also contains excellent transportation, recruitment, Cohesion, housing, production, and late-game crew-saving upgrades.

Tier 1 Notoriety

Walk the Plank – Booster

Improves Sawmill production by:

+1 / +2 / +3 / +4 / +5

Gambling Den – Building

Each Gambling Den can boost all producers within Pirate Camp range for one hour. The strength depends on a die roll, with a maximum 30% production boost.

Each roll costs 120 Coins.

Zip Line – Transportation

One of the best early transportation unlocks. Zip Lines provide extremely fast downhill transportation.

Tier 2 Notoriety – 3 Points

Tier 2 Ships

Unlocks:

  • Moonlight
  • Azimuth+ – also requires 3 Wealth
  • Goldseeker+ – also requires 3 Empire
  • Leaf Cutter
  • Rope Maker

Fireside Feast

Improves Campfire production by:

+3 / +6 / +9 / +12 / +15

Classy Banner

Each banner increases maximum Cohesion by 4. Different banners provide the same effect but have different construction costs.

Cabaret

Each Cabaret gives you 10 Coins whenever new Drifters are recruited.

Statue

Each Statue provides 3 additional Drifters whenever a ship arrives with recruits.

Classy Cabin

Provides 12 Housing.

Tier 3 Notoriety – 7 Points

Nightshade

Unlocks the Tier 3 Prowler, along with:

  • Weaver
  • Wood Workshop
  • Sail Maker
  • Lime Kiln
  • Shell Fisher
  • Tabby Cradle

Bosun’s Zip

Improves Zip Line speed by:

+4 / +8 / +12 / +16 / +20%

And increases length by:

+8 / +16 / +24 / +32 / +40%

Pinch of Salt

Improves Saltern production by +2 / +4 / +6 / +8 / +10.

Entertainer’s Guildhall

Raises the All Hands on Deck production bonus within Pirate Camp range from 50% to 80%, without consuming additional resources.

That’s a substantial production upgrade.

Rising Sun

Allows you to give courtesans Coins and send them out to charm Drifters into joining your settlement.

Stay Hydrated

Improves Cistern production by +1 / +2 / +3 / +4 / +5.

Tier 4 Notoriety – 12 Points

Tier 4 Ships

Unlocks:

  • Rogue
  • Carver+ – requires 12 Wealth
  • Bedlam+ – requires 12 Empire
  • Trade Pier
  • Cochineal Harvester
  • Pigment Maker
  • Master Carver
  • Rotisserie
  • Bird Catcher
  • Herbalist

Booze Bonanza

Improves Brewery production by +6 / +12 / +18 / +24 / +30.

Classy House

Provides 25 Housing.

Voodoo Shack

Lets a captain curse an opponent’s dice during a Seven Seas event, forcing the opponent to roll only 1s.

This is an extremely useful tool when you’re struggling with a difficult event.

Corsair Cuisine

Boosts production of several important consumables within Pirate Camp range:

Stew, Cassava Bread, Hardtack, Turtle Soup, Roast Bird, Booze, and Rum.

Leading by Example

Improves Lead Mine production by +1 / +2 / +3 / +4 / +5.

Tier 5 and Tier 6 Notoriety

At 20 points you can unlock the Eclipse, the Tier 5 Prowler, along with the Flag Maker.

The Ultimate Flag Maker improves Flag Maker production by up to +15.

Ocean Colosseum resurrects Crew lost during Seven Seas events provided the ship survives.

That’s one of Notoriety’s strongest late-game buildings because advanced pirates become expensive to replace.

Provisioner lets you produce Hardtack without needing to raid for Grain.

Mother of Pearl improves Pearl Diver production by up to +10.

At 30 points, Wraith, the Tier 6 Prowler, becomes available.

Wraith also unlocks:

  • Deep-Water Pier
  • Iron Caster
  • Tool Maker
  • Silver Smith

Best Notoriety Upgrades

I’d grab Zip Lines early. They cost only 10 Coins and provide a much cheaper transportation solution than Wealth’s expensive Aerial Lifts.

Combine them with Bosun’s Zip later for considerably better range and speed. Seafaring’s Masts can also provide high attachment points when the terrain doesn’t cooperate.

Fireside Feast is another upgrade that stays useful for a long time. Maxing it gives Campfires +15 production, allowing basic Campfires to remain useful surprisingly late.

Housing is also worth upgrading quickly. Classy Cabins cost 10 Coins and 25 Tabby, but 12 Housing is considerably better than relying on six individual tents.

The Entertainer’s Guildhall is excellent for production-heavy settlements because of its improved All Hands on Deck bonus.

Later, prioritize Ocean Colosseum. Its 2,000 Coin and 200 Silver construction price hurts, but constantly replacing advanced crew can ultimately cost much more.


Seafaring Compass

Seafaring is the natural choice for players who want to emphasize ships, exploration, efficient naval operations, and Hunter-class vessels.

It also contains some fantastic economic upgrades despite its nautical focus.

Tier 1 Seafaring

Catching the Wind

Improves Sail Maker production by +1 to +5.

Crow’s Nest

Each Crow’s Nest provides 20 Coins per Discovery Event.

Mast

Provides a high transportation point with attachment locations at both the top and bottom.

It’s particularly useful for creating Zip Line networks.

Tier 2 Seafaring – 3 Points

Ship progression unlocks:

  • Tide Runner
  • Steel Edge+ – requires 3 Empire
  • Huracan+ – requires 3 Wealth
  • Leaf Cutter
  • Rope Maker

Bootlegger improves Moonshine Still production by up to +10.

Salty Banner increases Cohesion Capacity by 4 per banner.

Shrine of the Sea gives a ship the Sea Legs buff after completing an event, improving one random stat. Sea Legs lasts until the vessel returns to its Pier.

You can also pay 300 Coins to apply Sea Legs to every ship.

Herbal Hoist improves Apothecary production by up to +10.

Salty Cabin provides 8 Housing and is particularly resource-efficient.

Tier 3 Seafaring – 7 Points

Tempest unlocks the Tier 3 Hunter plus Weaver, Wood Workshop, Sail Maker, Lime Kiln, Shell Fisher, and Tabby Cradle.

Better Equipped improves Cobbler production by up to +15.

Iron Will improves Iron Mine production by up to +10.

Cartographer lets you reveal previously discovered regions for 50 Coins. These reveals don’t trigger Crow’s Nest effects.

More importantly, each Cartographer increases ship movement speed by 5%, up to a maximum 100%.

Shipwrights’ Guildhall reduces ship construction and repair costs by 50% per Guildhall multiplicatively.

That means subsequent buildings reduce the remaining cost rather than simply subtracting another 50 percentage points:

50% → 25% → 12.5% → and so on.

Hoist the Colours improves Pigment Maker production by up to +10.

Seafarer’s Stamina increases movement speed across Roads, Bridges, Ladders, and Cliff Paths by up to 20%.

Tier 4 Seafaring – 12 Points

Unlocks:

  • Fortune
  • Catshark+ – requires 12 Wealth
  • Ravager+ – requires 12 Empire
  • Trade Pier
  • Char Burner
  • Tar Kiln
  • Tar Boiler
  • Rotisserie
  • Bird Catcher
  • Herbalist

Pearl of Wisdom expands Pearl Deposit capacity by 25%, 60%, or 100%.

Salty House provides 20 Housing.

Quartermaster lets you stockpile resources and distribute them as booty to gain Cohesion. You also receive 1 Cohesion per Discovery Event.

Right for the Job improves Toolmaker production by up to +5.

Tier 5 and Tier 6 Seafaring

At Tier 5, Stalker becomes available alongside Iron Mine, Iron Caster, and Cannon Foundry.

The Ultimate Tailor improves Master Tailor production by up to +5.

The standout unlock is the Great Lighthouse, which reduces Crew Upkeep by 50% across every Pirate Camp.

Considering the cost of maintaining advanced pirates, this is one of the most valuable economic upgrades in the entire Compass.

Master Shipwright lets you create Silver Lining without raiding for Silver.

The Ultimate Cannon Foundry improves Cannon Foundry production by up to +5.

Finally, the Tier 6 Neptune unlocks alongside:

  • Deep-Water Pier
  • Tool Maker
  • Silver Smith

Best Seafaring Upgrades

Mast + Zip Line is a fantastic transportation combination. With good placement, you can create networks where pirates spend much of their journey travelling downhill rapidly.

Build the Shrine of the Sea once it’s available. Sea Legs can make difficult events considerably easier.

I’d also prioritize upgrading Salvage Yards into Shipwrights’ Guildhalls. Three or four Guildhalls can reduce construction and repair expenses dramatically.

And once the Great Lighthouse becomes available, it’s difficult to overstate its usefulness. Crew upkeep becomes one of your biggest late-game drains, especially once pirates demand Raid resources such as Tobacco and Wine.


Empire Compass

Empire is the military branch.

It improves defenses and military production while unlocking Destroyer ships, making it particularly useful if you want to confront enemy vessels directly.

Tier 1 Empire

Rock and Roll

Expands Stone Deposit capacity by:

25% / 60% / 100%

Salvage Dock

Each Salvage Dock reduces ship construction and repair costs by 20%.

The effect is multiplicative:

One leaves 80% cost, two roughly 64%, three roughly 51%, and so forth.

Elevator

Provides extremely fast vertical transportation.

Tier 2 Empire – 3 Points

Unlocks:

  • Iron Fist
  • Azimuth+ – requires 3 Notoriety
  • Steel Edge+ – requires 3 Seafaring
  • Leaf Cutter
  • Rope Maker

Powder Monkey improves Powdermill production by up to +10.

Bloody Banner increases Cohesion Capacity by 4.

Mercenaries’ Guildhall boosts all defense towers within Pirate Camp range by 1.

Gibbet gives 5 Cohesion by imprisoning a Drifter as a scapegoat. You can demolish it to free the pirate, but the Cohesion disappears again.

Bloody Cabin provides 8 Housing.

Tier 3 Empire – 7 Points

Yoke Breaker unlocks the Tier 3 Destroyer and the usual Tier 3 production buildings.

Bosun’s Hoist improves Elevator speed by up to 20% and length by up to 80%.

Iron Grip expands Iron Deposit capacity by 25%, 60%, or 100%.

Spy Nest extends a Pirate Camp’s default operational range. You’re limited to one per camp.

Looming In improves Weaver production by up to +5.

Build Strong improves Quarry production by up to +10.

Tier 4 Empire – 12 Points

Unlocks:

  • Sea Dragon
  • Vulture+ – requires 12 Notoriety
  • Ravager+ – requires 12 Seafaring
  • Trade Pier
  • Char Burner
  • Tar Kiln
  • Tar Boiler
  • Rotisserie
  • Bird Catcher
  • Herbalist

Steely Resolve improves Brewery production by up to +5.

Bloody House provides 20 Housing.

Brawler Arena lets you host fights to generate Coins from spectators.

Bury the Lead expands Lead Deposit capacity by 25%, 60%, or 100%.

Tier 5 and Tier 6 Empire

Warlord is the Tier 5 Destroyer and unlocks:

Lead Mine, Lead Smelter, Lead Workshop, Iron Mine, Iron Caster, and Cannon Foundry.

The Ultimate Weaponsmith improves Weapon Smith production by up to +10.

Military Fortress is an indestructible defensive structure capable of obliterating attackers.

Tinkerer produces Telescopes without requiring raided Lenses.

The Ultimate Pistol Maker increases Pistol Maker production by up to +5.

At Tier 6, Wrath Bringer becomes available alongside:

  • Deep-Water Pier
  • Copper Mine
  • Bloomery
  • Blubber Pot
  • Lamp Maker

Best Empire Upgrades

Start taking advantage of Salvage Docks if ship costs are hurting your economy. Just remember their reductions are multiplicative rather than additive.

Eventually, Seafaring’s Shipwrights’ Guildhall becomes the stronger alternative.

The Spy Nest is another upgrade I’d seriously consider. Increasing Pirate Camp range gives you more freedom to reach awkward deposits and construct complicated production chains.

For defense, the Military Fortress provides an eventual replacement for ordinary defensive structures, although a capable Destroyer fleet can also intercept Crown raids.


Wealth Compass

Wealth revolves around Coins, trading, resource availability, and Reaver ships.

It becomes particularly powerful in long games because several late upgrades directly address resource scarcity.

Tier 1 Wealth

Easy Being Green

Expands deposit capacity by 25%, 60%, or 100%.

Trading Post

Lets you stockpile and sell resources for Coins.

This is a convenient way of turning renewable goods such as Booze, Planks, and Stew into money.

Aerial Lift

Provides very fast transportation across different terrain, although it’s expensive.

Tier 2 Wealth – 3 Points

Unlocks:

  • Sharktooth
  • Goldseeker+ – requires 3 Notoriety
  • Huracan+ – requires 3 Seafaring
  • Leaf Cutter
  • Rope Maker

Kindle-Coal improves Charburner production by up to +5.

Fancy Banner provides +4 Cohesion Capacity.

Bounty Hunters’ Guildhall lets you spend Coins to obtain Raid Goods through mercenaries.

Green Washing improves Leaf Cutter production by up to +10.

Fancy Cabin provides 12 Housing.

Tier 3 Wealth – 7 Points

Wolfhound unlocks the Tier 3 Reaver and the associated Tier 3 production buildings.

Royal Ropeway improves Aerial Lift speed by up to 20% and length by up to 80%.

Bird Bombs expands Guano Deposit capacity by 25%, 60%, or 100%.

Well reduces global negative effects from disease, heat-related work delays, and similar disruptions by 25% per Well.

Loan Shark gives you Coins immediately that must be repaid over time—with a little extra. Missing payments can provoke the Loan Shark.

Stew Surge improves Buccaneer Grill production by:

+5 / +10 / +15 / +20 / +25

Hell-Bent for Leather improves Tanner production by up to +5.

White Gold expands Salt Deposit capacity by 25%, 60%, or 100%.

Tier 4 Wealth – 12 Points

Unlocks:

  • Providence
  • Bedlam+ – requires 12 Notoriety
  • Catshark+ – requires 12 Seafaring
  • Trade Pier
  • Char Burner
  • Tar Kiln
  • Tar Boiler
  • Rotisserie
  • Bird Catcher
  • Herbalist

Copper-Bottomed improves Brewery production by up to +5.

Fancy House provides 25 Housing.

Grand Market lets you exchange Coins for upkeep goods including Food, Drinks, and Clothing.

Tier 5 and Tier 6 Wealth

Thingum unlocks at Tier 5 alongside:

  • Iron Mine
  • Iron Caster
  • Tool Maker
  • Steel Foundry
  • Chain Smith

The Ultimate Jeweller improves Jeweller production by up to +5.

Golden Palace gives every resource deposit on your island unlimited capacity, meaning they can no longer be depleted.

Copper Smith lets you make Copper Lamps without having to raid for Blubber.

The Ultimate Chain Smith improves Chain Smith production by up to +5.

At Tier 6, Loki becomes available alongside:

  • Deep-Water Pier
  • Blubber Pot
  • Lamp Maker

Best Wealth Upgrades

The Trading Post is an easy early source of Coins when your settlement produces more basic resources than it needs.

Bounty Hunters’ Guildhall and Grand Market are also worth having because they let money solve temporary resource shortages.

Leather can become a bottleneck, making Hell-Bent for Leather valuable.

If you maximize Stew Surge, Buccaneer Grills can eventually replace Campfires. Just remember that the pigs involved need fertile ground, so placement and production bonuses still matter.

The Golden Palace is situational in shorter games but incredible during lengthy campaigns. Once ordinary deposits begin running dry, unlimited capacity prevents the 50% production penalty that otherwise becomes a serious problem.


Corsair Cove Deeds Explained

Deeds are your primary method of earning Compass Points.

There are:

PrincipleNumber of Deeds
Notoriety39
Empire42
Seafaring39
Wealth40
Total160

You can earn additional points through Pirate Ambitions on the Seven Seas.

There’s also a very useful detail concerning construction Deeds:

You don’t have to keep what you build.

If a Deed requires five Pirate Camps, for example, you can build five, claim the completed Deed, and then demolish the unnecessary camps. You keep the Principle Points.

The same idea can save you quite a few resources while chasing construction-related objectives.


All Notoriety Deeds

Notoriety has 39 Deeds.

DeedRequirements
Efficient Tavern routes3 / 15 / 50
Total Stew output100 / 500
Total pirates100 / 250 / 500 / 750 / 1,000
Cohesion125 / 175 / 250
Smuggling Runs1 / 5 / 10
Build Zip Lines20 / 100
Events with Scarlet5 / 50 / 100
Events with Timothy10 / 50 / 100
Employ Scallywags25 / 75
Total Slops output50 / 250
Efficient Barber Surgeon routes3 / 15
Employ Buccaneers50 / 150
Produce Jolly Rogers100 / 500
Events with Chen10 / 50 / 100
Fancy Clothing output20 / 75

For transportation objectives, green routes count as efficient.

Timothy is unlocked by completing Phoenix on the Run.

Chen can be recruited in Calico Lagoon or through your starting island’s story.

For Smuggling Runs, Prowlers are ideal because of their high Manoeuvrability.

If you’re struggling with production-output Deeds, activate All Hands on Deck throughout the relevant supply chain and direct the finished resource into Warehouses.


All Empire Deeds

Empire contains 42 Deeds.

DeedRequirements
Events with Teach5 / 50 / 100
Employ Bombardiers50 / 100
Pillage Crown Ports1 / 5 / 10
Produce Pitch250 / 1,000
Build Pirate Camps3 / 5 / 10 / 15 / 25
Rum output75 / 250
Build Elevators10 / 50
Events with Enrique10 / 50 / 100
Medicine output50 / 250
Produce Naval Guns50 / 250
Eyepatches output50 / 200
Build Gun Tower1 Medium / Large
Events with Akua10 / 50 / 100
Pistols output20 / 75
Efficient Arsenal routes3 / 15
Events with Amara10 / 50 / 100
Employ Marauders100 / 250

Destroyers are excellent for the Crown Port objectives because of their Gun Damage and Armor.

Enrique becomes available through A Noose for Enrique, Akua is recruited in the Wildfire Isles, and Amara comes from completing her questline.

Pitch becomes available after reaching Tier 4 Empire, while Naval Guns require Tier 5 Empire.

Marauders need Sabres and Spyglasses, while Bombardiers require Medicine and Boots.

And remember the temporary-building trick here: the Pirate Camp objectives don’t mean you have to permanently maintain 25 camps. Build what you need, complete the Deed, then remove unnecessary camps.


All Seafaring Deeds

There are 39 Seafaring Deeds.

DeedRequirements
Build Masts10 / 50
Fleet size2 / 4 / 6 ships
Intercept Crown Ships3 / 25
Ambush Merchant Ships1 / 5 / 10
Discover Seven Seas regions5 / 10 / 14
Salvage Sunken Ships3 / 15
Hunt Whales1 / 10
Cassava Bread output75 / 250
Events with Honorata5 / 50 / 100
Events with Charlie10 / 50 / 100
Build ship tiersTier 2 / 4 / 6
Employ Navigators50 / 150
Sabres output25 / 100
Events with Jonah10 / 50 / 100
Efficient Expedition Supplier routes3 / 15
Employ Corsairs250 / 500

Each Pier supports one ship, so you’ll need enough Piers to complete the fleet-size objectives.

Destroyers work well for intercepting Crown Ships.

For Merchant Ship ambushes, bring a fast Hunter.

Both Jetsam and Shipwrecks count toward the Sunken Ship salvage objective.

Whales are commonly found around Whalesong Wake.

Charlie becomes available after completing Charting with Charlie, while Jonah is recruited in Whalesong Wake.

The final Corsair objectives are particularly demanding. Corsairs require Fancy Clothing, Jewellery, and Pistols, and you’re being asked to employ as many as 500.


All Wealth Deeds

Finally, Wealth provides 40 Deeds.

DeedRequirements
Build Warehouses3 / 10 / 25
Plunder Treasure Caves1 / 5 / 10
Events with Raven10 / 50 / 100
Events with Kanja5 / 50 / 100
Employ Crow’s Eyes50 / 100
Efficient Outfitter routes3 / 15
Efficient Galley routes3 / 15 / 50
Employ Picaroons25 / 75
Build Aerial Lifts3 / 15
Booze output100 / 500
Efficient Marketplace routes3 / 15
Produce Fittings250 / 1,000
Tattoo Ink output75 / 250
Jewellery output20 / 75
Events with Audenzia10 / 50 / 100
Employ Renegades100 / 250
Prosthesis output25 / 100

Reavers are ideal for Treasure Caves because of their high Boarding Damage.

Raven is unlocked through Raven in the Jungle, while Audenzia can be recruited in Fairwind Passage.

Crow’s Eyes require Turtle Soup and Slops, Picaroons need Rum, and Renegades require Hardtack and Prosthetics.

Fittings become available once you reach Tier 4 Wealth.

Aerial Lifts are effective but expensive at 300 Coins each, so the Deed requiring 15 can represent a substantial investment.


Fastest Ways to Complete Deeds

A lot of Deeds become easier once you realize the objective checks don’t necessarily require you to play normally.

For building Deeds, construct the required number, claim completion, and demolish anything you don’t actually need.

For production-output Deeds, activate All Hands on Deck across the entire production chain and route the finished resource into Warehouses.

For efficient route Deeds, you’re specifically looking for green transportation routes.

For ship events, use the ship family that naturally matches the objective:

Smuggling → Prowler
Merchant ambushes → Hunter
Crown Ports/ships → Destroyer
Treasure Caves → Reaver

And don’t neglect the captain objectives. If you know you’ll eventually need 50 or 100 events with a particular captain, start assigning them early rather than discovering the Deed late and grinding dozens of otherwise unnecessary events.

Which Compass Principle Should You Choose First?

There isn’t one universally correct route because the four trees solve different problems.

If your settlement’s transportation and recruitment are causing trouble, Notoriety offers Zip Lines, better housing, Drifter tools, production bonuses, and eventually the Ocean Colosseum.

If ships are consuming too many resources, Seafaring becomes extremely attractive because Shipwrights’ Guildhalls slash construction and repair expenses, while the Great Lighthouse eventually cuts Crew Upkeep by 50%.

If you’re struggling with Crown attacks and combat, Empire gives you Destroyers, defensive improvements, Salvage Docks, military production, and eventually the Military Fortress.

If you’re constantly short on Coins or resources, Wealth provides Trading Posts, markets, better deposits, Raid Good purchasing, and ultimately the Golden Palace.

You also don’t need to force yourself into only one.

The Compass is designed so that the four Principles feed into each other. You might use Notoriety’s cheap Zip Lines with Seafaring Masts, take Empire’s Salvage Docks to reduce early ship costs, use Wealth’s Trading Post to fund expansion, and later grab Seafaring’s Great Lighthouse to control crew upkeep.

That’s really the key to using the Compass well: don’t treat the four Principles as four mutually exclusive character builds. Follow your preferred ship path, but use the points you earn elsewhere to solve whatever bottleneck your pirate settlement is currently facing.

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